Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:FlakChunk (UT2003)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Projectile >> FlakChunk |
Contents |
- Package:
- XWeapons
- Direct subclass:
- ClassicFlakChunk
- This class in other games:
- UT2004
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FlakChunk.
[edit] Properties
[edit] Bounces
Type: byte
Default value: 1
[edit] DamageAtten
Type: float
Default value: 5.0
[edit] Trail
Type: xEmitter
[edit] Default values
| Property | Value |
|---|---|
| AmbientGlow | 254 |
| bBounce | True |
| Damage | 13.0 |
| DrawScale | 14.0 |
| DrawType | DT_StaticMesh |
| LifeSpan | 2.7 |
| MaxSpeed | 2700.0 |
| MomentumTransfer | 10000.0 |
| MyDamageType | Class'XWeapons.DamTypeFlakChunk' |
| Speed | 2500.0 |
| StaticMesh | StaticMesh'WeaponStaticMesh.FlakChunk' |
| Style | STY_Alpha |
[edit] Functions
[edit] Events
[edit] Destroyed
simulated event Destroyed ()
Overrides: Actor.Destroyed
[edit] HitWall
simulated event HitWall (Object.Vector HitNormal, Actor Wall)
Overrides: Projectile.HitWall
[edit] Landed
simulated event Landed (Object.Vector HitNormal)
Overrides: Actor.Landed
[edit] PhysicsVolumeChange
simulated event PhysicsVolumeChange (PhysicsVolume Volume)
Overrides: Actor.PhysicsVolumeChange
[edit] PostBeginPlay
simulated event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
[edit] Other instance functions
[edit] ProcessTouch
simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)
Overrides: Projectile.ProcessTouch
